Techniques for stereo three dimensional image mapping

ABSTRACT

An apparatus may include a processor to retrieve a stereo three dimensional (S3D) frame of an S3D game, the frame comprising a red-green-blue (RGB) frame and depth frame; and an interest aware disparity mapping component to: generate a depth edge frame from the depth frame; and to generate a depth distribution diagram for the depth frame based on the depth edge frame, the depth distribution diagram defining a multiplicity of camera regions for generating a mapped S3D frame for a target device based upon viewing parameters of the target device.

RELATED APPLICATIONS

This application claims the benefit of and priority to previously filedU.S. patent application Ser. No. 14/142,013 filed Dec. 27, 2013,entitled “TECHNIQUES FOR STEREO THREE DIMENSIONAL IMAGE MAPPING” whichclaims the benefit of U.S. Provisional Patent Application Ser. No.61/829,723, filed May 31, 2013; both of which are hereby incorporated byreference in their entirety.

BACKGROUND

Three-dimensional (3D) gaming is becoming increasingly popular. As withother types of multimedia content, one design goal for 3D games is toallow uninterrupted operation across a wide range of electronic devices,such as personal computer, tablet computer and smart phone. 3D gamingacross different devices, however, remains a challenge due to a numberof factors, not the least of which is that viewers have limited depthperception. If a viewer's perceived scene is outside of a comfortableviewing range, the viewer may experience eyestrain or other physicaldiscomfort. A comfortable viewing range is dependent, at least in part,on screen size. Therefore, playing a 3D game across different deviceswith different screen sizes remains a design challenge not answered byconventional cross-platform solutions.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 depicts one embodiment of a system for mapping of S3D content tomultiple different devices.

FIG. 2 depicts a further embodiment of a system in which a servergenerates one base code for S3D content to be deployed on multipledifferent devices.

FIG. 3A illustrates general features of the geometry for properlyviewing a display.

FIGS. 3B and 3C illustrate details of the geometry for the situations inwhich an object appears in front of and behind the display,respectively.

FIG. 4 illustrates a scenario when Z viewing distance is linearlycompressed so that the perceived depth is less than the Z viewingdistance.

FIG. 5A illustrates the geometry of objects that are positioned withrespect to a camera.

FIG. 5B shows a scenario in which objects are presented on a display soas to fall within and outside of comfortable area.

FIG. 5C illustrates the effects of linear compression so that objectsall fall within a comfortable range.

FIG. 6 presents an exemplary result of interest aware disparity mappingconsistent with the present embodiments in which undistorted objects arelocated within a comfortable range.

FIG. 7 illustrates one communications architecture according to someembodiments in which a sending device is a wireless device such as auser tablet.

FIG. 8 illustrates another communications architecture according toother embodiments in which a sending device is a server that includesone code base for a given S3D game.

FIG. 9 depicts an exemplary logic flow.

FIG. 10 illustrates exemplary geometry showing parameters relevant toanalysis of screen size and expected viewer distance.

FIG. 11A provides an exemplary RGB frame.

FIG. 11B presents a related depth frame generated for the framecorresponding to the RGB frame of FIG. 11A.

FIGS. 12A and 12B show one exemplary implementation in whichconventional Roberts kernels are chosen to perform edge detection.

FIG. 13 presents a depth edge frame (diagram) derived from the processof FIGS. 12A and 12B.

FIG. 14 presents an example graph (grayscale diagram).

FIG. 15 presents an exemplary depth distribution diagram.

FIG. 16 depicts an example in which a camera is to capture a depthrange.

FIG. 17 presents one example of the results of a division process.

FIG. 18 depicts the relationship between camera space and viewer spacefollowing the example of FIG. 17.

FIGS. 19 and 20 present an example for mapping each of different cameraregion

using a method for controlling perceived depth in stereoscopic images.

FIG. 21 presents left and right images based upon the image of FIG. 11A.

FIG. 22 presents a graph of perceived depth as a function of virtualviewing distance for the scene of FIG. 21.

FIG. 23 presents an exemplary system embodiment.

DETAILED DESCRIPTION

Embodiments provide enhancements to sharing and viewing of stereoscopic3D (S3D, or simply “3D’) content among digital display devices in whichscreen size, among other properties, may vary. The embodiments providean enhanced usage model of a computing continuum in which a targetdevice configuration to display 3D content is obtained before 3D contentsharing is performed. The present embodiments in particular presenttechniques that may be performed in real-time to perform disparitymapping and are referred to herein as “interest aware disparity mapping”operations or algorithms.

By way of background, three dimensional (3D) television (TV) is widelyused for watching stereo (or stereoscopic) 3D (S3D) movies and TVprograms. However, there are as yet few S3D games in use. One reason forthis may include costs of purchasing a S3D monitor for playing games ona personal computer (PC) or a S3D mobile device to play S3D mobilegames.

With the ubiquitous deployment and interconnectivity of computing andcommunications devices and the development of a computer continuum,technical content is readily shared across multiple different devices.In contrast, usage models are lacking for playing and deploying stereo3D games across different devices. In some scenarios, for example, itmay be more convenient for users to use mobile phones or tablet devicesas input to play stereo games on a large television (TV) screen or PCmonitor. Moreover, for game developers, it is convenient to maintain asingle code base that can perform well on different digital displays(screens) having different screen sizes.

Due to the lack of consideration in adapting use of stereo 3D displaysfor the computer continuum, stereo 3D depth mapping for differentdevices has been wholly ignored. Typically, S3D game development is donein a manner in which a computer game/video is designed for a dedicateddevice without consideration of deployment of the game on differentdigital displays in which the screen size may vary. Moreover, stereogame developers often produce only one code base for stereo 3Ddisparity, which is designed for a dedicated device.

One problem with this approach arises from the fact that for a givenstereo 3D display, viewers have limited depth perception. If a scenebeing presented appears outside of a comfortable range, the viewer mayexperience eyestrain or other discomfort. In turn, this comfortableviewing range, or comfortable range, has a strong relationship withscreen size in which the scene is viewed. In a stereo 3D display, depthis perceived by disparities that are introduced between respectiveimages perceived by right and left eyes. In current stereo 3D games, thedisparities are always adjusted for a dedicated device, resulting in aconstant disparity value for a given game. However, because differentdigital display devices have different screen sizes and differentcomfortable viewing ranges, it may be uncomfortable for an end user toplay a stereo 3D game on another device that does not have a similarscreen size to a target screen size for which the stereo 3D game wasdeveloped.

One way to address this issue is to compress a 3D scene from game spaceto real display space such that the entire 3D scene is within thecomfortable range. In conventional approaches, linear depth retargetingis used to perform this change, because it is easy to implement.However, if the ratio of width and depth in virtual space is differentfrom the original ratio of the content, which is universally the case,the content in each frame has to be compressed to meet a comfortablestereo 3D range. However using linear depth mapping algorithms tocompress the most important part of the content in each frame typicallywill cause content distortion resulting in a poor user experience forend users viewing the compressed frame.

Embodiments of the disclosure attempt to solve these and other problems.Embodiments may implement various interest aware disparity mappingoperations or algorithms that allow a 3D game to be shared acrossmultiple electronic devices in a seamless and user friendly manner.

FIG. 1 depicts one embodiment of a system 100 for mapping of S3D contentto multiple different devices. In the example illustrated, the tabletdevice 102 sends disparity mapped S3D frames to a 3D projector 104, a 3Dmonitor 106 and 3D TV 108. As detailed below, each different device maybe sent a different S3D content based upon the screen size and expectedviewing distance of a viewer.

FIG. 2 depicts a further embodiment of a system 200 in which a server202 generates one base code for S3D content such as a video game to bedeployed on multiple different devices having different screen sizes. Inthe embodiment of FIG. 2 the system 200 is a “cloud” based system inwhich the server 202 is located in any convenient location of a networksuch as the Internet. The various devices including tablet device 204,laptop 206, stereo TV 208, and smartphone 210 link via a network orcombination of networks to the server 202, which may be remote from thedevices. S3D content is provided in a format that is tailored forviewing without eyestrain by a viewer of each device 204,206,208,210,and in a manner that preserves depth information for important orinteresting objects or content being viewed.

FIGS. 3A to 6 below illustrate various principles and functions that aidin explanation of operation of the present embodiments. In particular,FIG. 3A illustrates general features of the geometry for properlyviewing a display. The perspective in FIG. 3A is a top down viewillustrating the position of viewer's eyes 302, 304 with respect to thedisplay 306. The region 308 represents a comfortable viewing region orzone in which objects that appear to be within the comfortable viewingregion 308 do not create undue discomfort to the viewer. As illustrated,the comfortable viewing region 308 extends both in front of and behindthe position of the display 306.

FIGS. 3B and 3C illustrate details of the geometry for the situations inwhich an object appears in front of and behind the display 306,respectively. In FIG. 3B, e is the distance between the viewer's eyes, dis the disparity (separation) on the screen for the same object, h isthe perceived depth, and N is the expected distance between the viewerand screen. In FIG. 3B, according to similar triangles d/e=h−N/h. Inother words, h=eN/e−d. In FIG. 3C, d/e=h/N−h such that h=eN/e+d. Since eis constant for a given viewer and N is constant for a given displayscreen, once the disparity d is decided, the perceived depth isdetermined and a comfortable range 308 may be defined as detailedfurther below.

In conventional stereo 3D games, the disparities d are adjusted fordedicated devices and are a constant value. However, different screens(digital displays) have different screen sizes and different comfortableviewing ranges. Therefore it is often uncomfortable for end users toplay a given S3D game in a device that may not have a similar screensize with that for which the given S3D game was designed by the gamedesigners.

One way to address this issue is to compress 3D scene from game space toreal display space and make sure all the scene is within the comfortablerange. FIG. 4 illustrates that the Z viewing distance is linearlycompressed so that the perceived depth is less than the Z viewingdistance. FIG. 5A illustrates the geometry of objects that arepositioned with respect to a camera 502. In particular, the objects 504,506, and 508 are 3D objects that are located at various depths within avirtual range 510.

FIG. 5B shows a scenario in which the objects 504, 506, 508 arepresented on the display 520 and fall within the display range 514 asfollows: the objects 506, 508 fall within comfortable area 516, whilethe object 504 falls within the constrained range 504. Thus, the viewer512 may experience eye strain in viewing presentation of the objects504, 506, 508.

In accordance with conventional approaches a so-called linear depthretargeting may be performed to compress the range within which objects504, 506, 508 fall when presented upon the display 520. Thus, as shownin FIG. 5C, the compressed objects 524, 526, 528 all fall withincomfortable range 522. However, the objects 504, 506, 508 may appeardistorted as shown, thereby degrading the user experience. Moreover, dueto variation in screen size and expected viewer distance, often thedisparity should be adjusted to accommodate different target devices todisplay an S3D presentation such as a S3D game.

The present embodiments may address these issues by performing a methodand framework for depth retargeting, which, is accomplished, for S3Ddisplays by disparity mapping. This procedure is referred to herein as“interest aware disparity mapping.” The present embodiments providespecific operations to accomplish interest aware disparity mapping aswell as architecture for implementing the interest aware disparitymapping. The present embodiments provide a realistic way to enhance userexperience when playing stereo 3D games, which creates a new usage modelfor the computer continuum.

Following the example of FIGS. 5A-5C, FIG. 6 presents an exemplaryresult of interest aware disparity mapping in which the undistortedobjects 604, 606, 608 are located within the comfortable range 522. Thisresult provides an enhanced user experience by preserving the appearanceof important objects within an S3D scene while adjusting their locationto fall within an acceptable viewing range that is adjusted for the sizeof display 610 and expected viewing distance of viewer 612.

In accordance with various embodiments, the interest aware disparitymapping may be conducted from any source device to other target devicesthat have displays to present S3D content. In accordance with thepresent embodiments, content senders, which may be termed a “sourcedevice,” may first obtain receiving device information such as screensize, expected viewer distance, and other related information.Subsequently, the source device performs interest aware disparitymapping to produce disparity mapped frames according to a given targetdevice configuration. The source device subsequently transmits theinterest-aware-disparity-mapped frames to the receiving device, or“target device,” with more appropriate image/game frame structure toreduce view distortion in comparison to conventional disparity mapping.

The interest aware disparity mapping operations of the presentembodiments are effective to prevent viewing distortion brought about byunsuitable depth mapping, when the screen size or viewer distance isdifferent between source video and target device. The operationsaccording to some embodiments are designed to cause minimal change toimportant content of an S3D frame while performing the appropriate depthretargeting when playing stereo 3D content in different devices.

FIG. 7 illustrates one communications architecture 700 according to someembodiments in which a source device or “sending device” 702 is awireless device such as a user tablet. The sending device 702 is capableof wireless communications with various other devices such that thesending device 702 can wirelessly obtain device information about otherdevices and wirelessly transmit S3D content to those other devices. Inthe communications architecture 700 the sending device 702 receiveswireless messages 720, 722, and 724 which include device information for3D monitor 710, 3D projector 712, and 3D TV 714, respectively.

The sending device 702 is equipped with an interest aware disparitymapping component 708 that performs disparity mapping according to thedevice information received, which information may include screen sizeand/or expected viewing distance as example device information. Aprocessor 703 may retrieve a source S3D frame 704 of an S3D video (notshown) for mapping to one or more different receiving devices (targetdevices). As detailed below, the interest aware disparity mappingcomponent 708 processes each source S3D frame 704 to generate adisparity mapped frame 706 for each receiving device, which disparitymapped frame may differ among the 3D monitor 710, 3D projector 712, and3D TV 714. As illustrated, the respective disparity mapped frames 706are sent via respective messages 730, 732, 734 to 3D monitor 710, 3Dprojector 712, and 3D TV 714. The S3D procedures generally outlined inFIG. 7 may be performed in real-time such that disparity mapping for atarget device is carried out when S3D content is to be sent to thattarget device. Notably, the disparity map frame 706 may vary for eachreceiving device, such as the 3D monitor 710, 3D projector 712, and 3DTV 714.

FIG. 8 illustrates another communications architecture 800 according toother embodiments in which a sending device is a server 802 thatincludes one code base for a given S3D game. It is to be noted that inthe present embodiments a source device may have a communicationsinterface for sending and receiving information to and from a targetdevice via wireless transmission, wired transmission, or a combinationor wired and wireless transmission. The communications architecture 800is a cloud based architecture in which the server 802 is communicativelylinked with various other devices over one or more networks that mayinclude wired links, wireless links, or a combination of the two (notshown). The server 802 may perform interest aware disparity mapping toprovide S3D frames that are tailored to the receiving device such as thetablet 804, laptop device 806, desktop device/3D monitor 808, orsmartphone 810. As with the scenario of FIG. 7, the disparity mappingmay be carried out in real time.

FIG. 9 depicts an exemplary logic flow 900. The exemplary logic flow 900presents features of interest aware disparity mapping according toembodiments of the disclosure. The FIGS. 10 to 22 and appurtenant textto follow present details of implementation of the logic flow consistentwith various embodiments. The logic flow 900 may be used by a sourcedevice to prepare S3D frames for presentation on a target device. Thesource device and target device may be located proximate one another orremote from one another in different embodiments as discussed above withrespect to FIGS. 7 and 8.

At block 902, screen size and expected viewing distance is analyzed fora target device. This analysis may be based upon device informationreceived from the target device. The target device information may besent in a message from the target device to a source device in oneexample.

At block 904 a frame is captured from a digital game. In variousembodiments the digital game is an S3D game. The frame may be capturedas a color image frame (RGB frame) 904A and a depth frame 904B. A depthframe may be set of depth values that presented as a function ofposition within a frame, and may therefore map onto corresponding RGBinformation in an RGB frame. The depth frame may be calculated inreal-time after an RGB frame is loaded in some embodiments.

At block 906 edge detection is performed for a depth frame (diagram) toproduce a depth edge diagram. At block 908, a gray scale is obtained forthe depth diagram with the aid of the depth edge diagram. At block 910 asmoothening of the grayscale diagram is performed. At block 912, a depthdistribution diagram is generated. At block 914 a depth region isdivided into different depth (camera) regions for different cameras. Atblock 916, a camera parameter is generated for each camera region isgenerated. At block 918, camera views with different depth regions areadded together. Details of exemplary implementation of the logic flow900 are set forth in the figures to follow.

FIG. 10 illustrates exemplary geometry showing parameters relevant toanalysis of screen size and expected viewer distance. When viewingstereo 3D, users whose eyes 1002 and 1004 are shown, may experience acomfortable perceived depth with respect to the screen 1006 as shown. Inparticular, N is the acceptable distance in front of the display 1006and F is the acceptable distance behind (inside) the display 1006. Theparameter W represents the screen width. In some examples, N is 0.4 Wand F is 0.7 W. Accordingly, knowledge of W may generate directly thecalculation of acceptable distances N and F.

Regarding block 904A and 904B, FIG. 11A provides an exemplary RGB frame1100, which may be captured from a back buffer that stores an S3D frame.FIG. 11B presents a related depth frame 1110 generated for the same S3Dframe. In FIG. 11B, the lighter the image portion, the more remote indepth the objects presented in that image portion are located. Thus, thedepth frame 1110 presents a two dimensional representation of depthinformation as a function of pixel position for objects in an S3D frame.

Regarding block 906, it is noted that users recognize objects by theiredge, which may distinguish the border of a given object from otherobjects. The same situation may apply to depth recognition. Accordingly,in the present embodiments, after formation or receipt of a depth framefor a given S3D frame, edge detection is performed on the depth frame,such as the depth frame 1110 of FIG. 11B. This edge detection may becarried out in various manners. In one exemplary implementation,conventional Roberts kernels are chosen to perform edge detection asshown in the exemplary kernels, which represent one known method fordistinguishing pixels from neighbors. This is shown for Roberts kernels1202 and 1204 shown in respective FIGS. 12A and 12B.

FIG. 13 presents a depth edge frame (diagram) 1300 derived from such aprocess. A depth gradient can be seen in the FIG. 13 where lighterregions or contours indicate relatively greater depth changes. Thus,light contours may appear in regions where objects of different depthsare located next to one another in the depth frame 1110. The darkerregions are equivalent to little or no depth changes as a function ofposition in the depth frame 1110.

Regarding block 908, a grayscale diagram of the depth diagram may beobtained in the following manner. The number of pixels having the samedepth value in a depth frame such as depth frame 1110 are summed tos_(i) while the depth edge frame 1300 is used as a filter. Inparticular, a function f(x,y) is defined as the pixel value of a pixellocated at row x, column y in a depth frame such as depth frame 1110shown in FIG. 11B. A function u(x,y) is defined to be a pixel value of apixel located at row x, column y in a depth edge frame such as depthedge frame 1300 shown in FIG. 13. Additionally, a function g(i,x,y) isdefined to identify how much the depth changes at a given depth i. Thisis done by adding up individual g values calculated for all pixelscorresponding to a given depth using the function u(x,y) to determinethe value at any pixel given by x,y. More particularly,

$\begin{matrix}{{g( {i,x,y} )} = \{ {\begin{matrix}{1\mspace{14mu}( {{{if}\mspace{14mu}{f( {x,y} )}} = {{i\mspace{14mu}{and}\mspace{14mu}{u( {x,y} )}} > 0}} )} \\{0\mspace{14mu}({others})}\end{matrix}.} } & (1)\end{matrix}$

In this manner, the summing is performed according to

$\begin{matrix}{s_{i} = {\sum\limits_{x = 0}^{height}\;{\sum\limits_{y = 0}^{width}\;{( {g( {i,x,y} )} ).}}}} & (2)\end{matrix}$Thus, each x,y pixel position is associated with a depth value i and a gvalue, which may be set as “1” or “0” as defined by the operations inEq. (1). The sum of all g values may then be determined for each depthvalue i.

FIG. 14 presents an example graph or grayscale diagram that isdetermined according to Eq. (2) in which i is the depth value from adepth frame and s_(i) is the sum of all g values for all pixels havingdepth i. As can be seen, at certain depth ranges (i) the value of S_(i)is zero, indicating that depth is not varying significantly in theseranges.

Regarding block 910, grayscale smoothening may be provided bycalculating a weight w_(i) of a grayscale diagram. In particular w_(i)is a weight of depth i in a source frame that is given w_(i)=s_(i)/swhere s_(i) is the sum of pixels with depth i and s is sum of pixels inthe grayscale diagram, that is,

$\begin{matrix}{s = {\sum\limits_{i = 0}^{255}\;{s_{i}.}}} & (3)\end{matrix}$

Regarding block 912, once a weighted distribution w_(i) is calculated, adepth distribution diagram is generated that represents retargeted depthover a comfortable viewing range. FIG. 15 presents an exemplary depthdistribution diagram 1500 that may be generated in the following manner:

$\begin{matrix}{{{depth}_{i} = {{{comfortable}_{range} \times {\sum\limits_{j = 0}^{i}\; w_{i}}} + {nearest}}},} & (4)\end{matrix}$where depth_(i) is a retargeted depth in screen space for a givenvirtual depth value i in camera space, comfortable_(range) is the rangefor comfortable view, and nearest is the nearest comfortable depthneeded in screen space. Thus, in the example of FIG. 15, the depth_(i)values are illustrated as a function of i values from the depth frame1110. In FIG. 15, N is nearest comfortable perceived depth and F isfarthest perceived comfortable depth, while i is virtual depth value.Thus, Eq. 4 can be rewritten as

$\begin{matrix}{{depth}_{i} = {{( {N - F} ) \times {\sum\limits_{j = 0}^{i}\; w_{i}}} + {N.}}} & ( {4A} )\end{matrix}$

Regarding block 914, different regions corresponding to different depthsare defined. In order to maintain frame quality for different depthmapping, different camera pairs are used. FIG. 16 depicts an example inwhich a camera 1602 is to capture a depth range 1612. For purposes ofillustration, the depth range is shown in FIG. 16 as divided into threeregions 1606, 1608, and 1610, where region 1608 spans the position ofvirtual display 1604. In order to generate the desired 3D contentconsistent with the present embodiments, the camera 1602 is divided intocamera1 1614, camera2 1618, and camera3 1622, where camera1 1614 treatsregion 1606, camera2 1616 treats region 1608, and camera3 1618 treatsregion 1610, producing the respective frames 1616, 1620 and 1624. Theseare combined to form the final frame 1626.

Consistent with various embodiments a recursion algorithm may beemployed to define different depth regions in the following manner. As afirst estimate, the range of i is divided into two parts: [0,i] and[i,255], where i is the point in which a parameter a is maximized, where

$\begin{matrix}{\partial{= {\max{{\frac{w_{i} - 0}{i - 0} - \frac{w_{255} - w_{i}}{255 - i}}}{( {{i = 1},{\ldots\mspace{14mu} 255}} ).}}}} & (5)\end{matrix}$

Subsequently, a recursion is performed in [0,i] and [i,255] until theparameter ∂<α. The quantity “a” represents an experimental value that is0.1 in some embodiments. Thus, when the value of ∂ is below a threshold,a given range is no longer divided.

FIG. 17 presents one example of the results of the division process forthe procedure of Eq. (5) using the depth distribution diagram of FIG.15, where the number in the depth axis represents a percentage orfraction of a comfortable viewing range (comfortable_(range)) and i isthe virtual depth value from the depth frame 1110. It can be seen fromFIG. 17 that 6 regions are formed, which are defined by respective pairs[0,41], [41,83], [83,135], [135,187], [187,230], and [230,255].

FIG. 18 depicts the relationship between camera space and viewer spacefollowing the example of FIG. 17. As shown therein, the six depthregions 804, 806, 808, 810, 812, and 814 of camera space map intorespective mapped regions 824, 826, 828, 830, 832, and 834 as presentedto the viewer 822, when viewing an S3D game on a target device.

Regarding block 916, to generate a multi-step camera view, cameracalculations are performed for different regions. In particular, acamera pair 1 is calculated for region 1 1804, camera pair 2 for region2 1806, camera pair 3 for region 3 1808, camera pair 4 for region 41810, camera pair 5 for region 5 1812, and camera pair 6 for region 61814. In the present embodiments for mapping each region, the method forcontrolling perceived depth in stereoscopic images taught by GrahamJones's may be used. Jones's method defines the relationship between theparameters in viewer space and scene space, as illustrated in respectiveFIGS. 19 and 20. FIG. 19 shows the relation of a viewers left and righteyes L and R in relation to a display 1900 and the N and F parametersdefined above. In particular, this method can perform linear mappingfrom [N′,F′] in FIG. 20 to [Z−N, Z+F] in FIG. 19.

Regarding block 918 camera views for different depths may be combinedafter views from different regions are obtained. Let L₁, L₂, L₃, L₄, L₅,L₆ represent the left view and R₁, R₂, R₃, R₄, R₅, R₆ represent theright views in regions [0,41], [41,83], [83,135], [135,187], [187,230][230,255]. To form the left view, L₁, L₂, L₃, L₄, L₅, L₆ are combinedinto L for Left View for the given frame, and R₁, R₂, R₃, R₄, R₅, R₆into R for the right view. A result of these combination operations isshown in FIG. 21, which presents left and right images based upon theimage 1100 of FIG. 11A. In addition, FIG. 22 presents a graph ofperceived depth as a function of virtual viewing distance for the sceneof FIG. 21. It can be seen that virtual z viewing distance (virtualdepth) for the range [83,135] is much larger in perceived depth whilethe virtual z viewing distances for the ranges [41,83] and [230, 250]occupy almost zero range in perceived depth. Compared with conventionallinear depth retargeting results the depth information in the range [83,135] is much more preserved in its original form, while other virtualdepth ranges are compressed. This result exemplifies the ability of thepresent embodiments to emphasize a virtual depth range, such as [83,135], which may be the most important range to end users because ofcontent contained therein.

FIG. 23 is a diagram of an exemplary system embodiment and inparticular, FIG. 23 is a diagram showing a system 2300, which mayinclude various elements. For instance, FIG. 23 shows that system(platform) 2300 may include a processor/graphics core, termed hereinprocessor 2302, a chipset/platform control hub (PCH), termed hereinchipset 2304, an input/output (I/O) device 2306, a random access memory(RAM) (such as dynamic RAM (DRAM)) 2308, and a read only memory (ROM)2310, display electronics 2320, display backlight 2322, and variousother platform components 2314 (e.g., a fan, a crossflow blower, a heatsink, DTM system, cooling system, housing, vents, and so forth). System2300 may also include wireless communications chip 2316 and graphicsdevice 2318, non-volatile memory port (NVMP) 2324, and antenna 2326. Theembodiments, however, are not limited to these elements.

As shown in FIG. 23, I/O device 2306, RAM 2308, and ROM 2310 are coupledto processor 2302 by way of chipset 2304. Chipset 2304 may be coupled toprocessor 2302 by a bus 2312. Accordingly, bus 2312 may include multiplelines.

Processor 2302 may be a central processing unit comprising one or moreprocessor cores and may include any number of processors having anynumber of processor cores. The processor 2302 may include any type ofprocessing unit, such as, for example, CPU, multi-processing unit, areduced instruction set computer (RISC), a processor that have apipeline, a complex instruction set computer (CISC), digital signalprocessor (DSP), and so forth. In some embodiments, processor 2302 maybe multiple separate processors located on separate integrated circuitchips. In soME Embodiments processor 2302 may be a processor havingintegrated graphics, while in other embodiments processor 2302 may be agraphics core or cores. Commands can be provided to processor 2302, forexample, through keyboard, TOuch screen interaction, gestures, facialexpressions, and sounds.

In summary, the present embodiments provide enhanced usage models of thecomputing continuum which provide for the ability to obtain targetdevice configuration for 3D content sharing. In particular, thereal-time interest aware disparity mapping methods provide a novelimplementation for S3D sharing. In comparison to linear disparitymapping conventionally used in real-time depth retargeting, the presentembodiments are based on content analysis results for depth retargeting.

The methods of the present embodiments in particular facilitateselection of a morE IMportant depth range(s) that is to be less alteredfor presentation in a user device in comparison to other depth ranges.Final depth retargeting results in the generation of a series of virtualdepth ranges in which perceIVED depth varies with virtual depth (viewingrange) in different fashion among the different virtual depth ranges.This leads to generation of select virtual depth ranges in which objectsor other content are expanded or less compressed in perceived depth aSOPposed to objects or content in other virtual depth ranges, therebyallowing an entire scene of a S3D frame to be presented on a user screenwithin a comfortable viewing range without unduly altering importantcontent of the S3D frame.

The following examples pertain to further embodiments.

In example 1, an apparatus for mapping a stereo three dimensional gamemay include a processor to retrieve a stereo three dimensional (S3D)frame of an S3D game, the frame comprising a red-green-blue (RGB) frameand depth frame; and an interest aware disparity mapping component to:generate a depth edge frame from the depth frame and to generate a depthdistribution diagram for the depth frame based on the depth edge frame,the depth distribution diagram defining a multiplicity of camera regionsfor generating a mapped S3D frame for a target device based upon viewingparameters of the target device.

In example 2, the viewing parameters of the target device of example 1may include screen size and expected viewing distance for the targetdevice.

In example 3, the depth frame of any of examples 1-2 may comprise a twodimensional representation of depth information as a function of pixelposition for objects depicted in the S3D frame.

In example 4, the depth edge frame of any of examples 1-3 may comprise aset of pixels (x,y) and values u(x,y) where u(x,y) is proportional to achange in depth in pixels adjacent to pixel (x,y).

In example 5 the interest aware disparity mapping component of any ofexamples 1-4 may be to generate a grayscale diagram comprising depthchange information from the depth frame, the grayscale diagramcomprising s_(i) as a function of depth i, where

$s_{i} = {\sum\limits_{x = 0}^{height}\;{\sum\limits_{y = 0}^{width}\;{( {g( {i,x,y} )} )\mspace{14mu}{and}\mspace{14mu}{where}}}}$${g( {i,x,y} )} = \{ {\begin{matrix}{1\mspace{14mu}( {{{if}\mspace{14mu}{f( {x,y} )}} = {{i\mspace{14mu}{and}\mspace{14mu}{u( {x,y} )}} > 0}} )} \\{0\mspace{14mu}({others})}\end{matrix}.} $

In example 6 the depth distribution diagram of any of examples 1-5 maycomprise a retargeted depth in screen space of the target device, depthsas a function of i, where

${depth}_{i} = {{( {N - F} ) \times {\sum\limits_{j = 0}^{i}\; w_{i}}} + N}$where N and F are nearest comfortable perceived depth and furthestcomfortable perceived depth for the target device, and w_(i) is aweighted average of s_(i).

In example 7 the interest aware disparity mapping component of any ofexamples 1-6 may be to determine the multiplicity of camera regions byapplying a recursion process to the depth distribution diagram.

In example 8 the interest aware disparity mapping component of any ofexamples 1-7 may be to calculate a camera parameter for each of themultiplicity of camera regions.

In example 9 the interest aware disparity mapping component of any ofexamples 1-8 may be to generate a mapped left frame L and right frame Rfor presentation of the S3D frame on the target device, where L and Rare a sum of respective left camera views and right camera views of themultiplicity of camera regions.

In example 10, the apparatus of any of examples 1-9 may include adisplay to present the S3D video, a network interface and radio.

In example 11, at least one machine-readable storage medium includesinstructions that when executed by a computing device, cause thecomputing device to: receive viewing parameters of a target device;retrieve a stereo three dimensional (S3D) frame of an S3D gamecomprising a red-green-blue (RGB) frame and depth frame; generate adepth edge frame from the depth frame; and generate a depth distributiondiagram for the depth frame based on the depth edge frame, the depthdistribution diagram defining a multiplicity of camera regions forgenerating a mapped S3D frame for a target device based upon viewingparameters of the target device.

In example 12, the viewing parameters of the target device of the atleast one machine-readable storage medium of example 11 may includescreen size and expected viewing distance for the target device.

In example 13, the depth frame of any of examples 11-12 may include atwo dimensional representation of depth information as a function ofpixel position for objects depicted in the S3D frame.

In example 14, the depth edge frame of any of examples 11-13 may includea set of pixels (x,y) and values u(x,y) where u(x,y) is proportional toa change in depth in pixels adjacent to pixel (x,y).

In example 15, the at least one machine-readable storage medium of anyof examples 11-14, may comprise instructions that when executed by acomputing device, cause the computing device to: generate a grayscalediagram comprising depth change information from the depth frame, thegrayscale diagram comprising s_(i) as a function of depth i, where

$s_{i} = {\sum\limits_{x = 0}^{height}\;{\sum\limits_{y = 0}^{width}\;{( {g( {i,x,y} )} )\mspace{14mu}{and}\mspace{14mu}{where}}}}$${g( {i,x,y} )} = \{ {\begin{matrix}{1\mspace{14mu}( {{{if}\mspace{14mu}{f( {x,y} )}} = {{i\mspace{14mu}{and}\mspace{14mu}{u( {x,y} )}} > 0}} )} \\{0\mspace{14mu}({others})}\end{matrix}.} $

In example 16, the depth distribution diagram of any of examples 11-15may include a retargeted depth in screen space of the target device,depths as a function of i, where

${depth}_{i} = {{( {N - F} ) \times {\sum\limits_{j = 0}^{i}\; w_{i}}} + N}$where N and F are nearest comfortable perceived depth and furthestcomfortable perceived depth for the target device, and w_(i) is aweighted average of s_(i).

In example 17, the at least one machine-readable storage medium of anyof examples 11-16, may comprise instructions that when executed by acomputing device, cause the computing device to determine themultiplicity of camera regions by applying a recursion process to thedepth distribution diagram.

In example 18, the at least one machine-readable storage medium of anyof examples 11-17, may comprise instructions that when executed by acomputing device, cause the computing device to calculate a cameraparameter for each of the multiplicity of camera regions.

In example 19, the at least one machine-readable storage medium of anyof examples 11-18, may comprise instructions that when executed by acomputing device, cause the computing device to generate a mapped leftframe L and right frame R for presentation of the S3D frame on thetarget device, where L and R are a sum of respective left camera viewsand right camera views of the multiplicity of camera regions.

In example 20, a computer implemented method for mapping a stereo threedimensional game may include: receiving viewing parameters of a targetdevice; retrieving a stereo three dimensional (S3D) frame of an S3D gamecomprising a red-green-blue (RGB) frame and depth frame; generating adepth edge frame from the depth frame; and generating a depthdistribution diagram for the depth frame based on the depth edge frame,the depth distribution diagram defining a multiplicity of camera regionsfor generating a mapped S3D frame for a target device based upon viewingparameters of the target device.

In example 21, the viewing parameters of the target device of example 20may include screen size and expected viewing distance for the targetdevice, and the depth frame comprising a two dimensional representationof depth information as a function of pixel position for objectsdepicted in the S3D frame.

In example 22, the depth edge frame of any of examples 20-21 may includea set of pixels (x,y) and values u(x,y) where u(x,y) is proportional toa change in depth in pixels adjacent to pixel (x,y).

In example 23, the computer implemented method of any of examples 20-22may include: generating a grayscale diagram comprising depth changeinformation from the depth frame, the grayscale diagram comprising s_(i)as a function of depth i, where

$s_{i} = {\sum\limits_{x = 0}^{height}\;{\sum\limits_{y = 0}^{width}\;{( {g( {i,x,y} )} )\mspace{14mu}{and}\mspace{14mu}{where}}}}$${g( {i,x,y} )} = \{ {\begin{matrix}{1\mspace{14mu}( {{{if}\mspace{14mu}{f( {x,y} )}} = {{i\mspace{14mu}{and}\mspace{14mu}{u( {x,y} )}} > 0}} )} \\{0\mspace{14mu}({others})}\end{matrix}.} $

In example 24, the depth distribution diagram of any of examples 20-23may include retargeted depth in screen space of the target device,depths as a function of i, where

${depth}_{i} = {{( {N - F} ) \times {\sum\limits_{j = 0}^{i}\; w_{i}}} + N}$where N and F are nearest comfortable perceived depth and furthestcomfortable perceived depth for the target device, and w_(i) is aweighted average of s_(i).

In example 25, the computer implemented method of any of examples 20-24may include calculating a camera parameter for each of the multiplicityof camera regions.

In example 26, the computer implemented method of any of examples 20-25may include generating a mapped left frame L and right frame R forpresentation of the S3D frame on the target device, where L and R are asum of respective left camera views and right camera views of themultiplicity of camera regions.

Example 27 is user equipment to manage I/O data comprising means toperform the method of any of examples 20-26.

Example 28 is an apparatus to manage I/O data comprising means toperform the method of any one of examples 20-26.

In example 29, at least one machine-readable storage medium includesinstructions that when executed by a computing device, cause thecomputing device to: perform the method of any of examples 20-26.

In example 30 a device for mapping a stereo three dimensional game,includes: a processor to retrieve a stereo three dimensional (S3D) frameof an S3D game, the frame comprising a red-green-blue (RGB) frame anddepth frame; a communications interface to receive viewing parameters ofa target device; and an interest aware disparity mapping component to:generate a depth edge frame from the depth frame and generate a depthdistribution diagram for the depth frame based on the depth edge frame,the depth distribution diagram defining a multiplicity of camera regionsfor generating a mapped S3D frame for the target device based upon theviewing parameters of the target device.

In example 31 the viewing parameters of the target device of example 30may include screen size and expected viewing distance for the targetdevice.

In example 32 the depth frame of any of examples 30-31 may include a twodimensional representation of depth information as a function of pixelposition for objects depicted in the S3D frame.

In example 33, the depth edge frame of any of examples 30-32 may includea set of pixels (x,y) and values u(x,y) where u(x,y) is proportional toa change in depth in pixels adjacent to pixel (x,y).

In example 34, the interest aware disparity mapping component of any ofexamples 30-33 may be to generate a grayscale diagram comprising depthchange information from the depth frame, the grayscale diagramcomprising s_(i) as a function of depth i, where

$s_{i} = {\sum\limits_{x = 0}^{height}\;{\sum\limits_{y = 0}^{width}\;{( {g( {i,x,y} )} )\mspace{14mu}{and}\mspace{14mu}{where}}}}$${g( {i,x,y} )} = \{ {\begin{matrix}{1\mspace{14mu}( {{{if}\mspace{14mu}{f( {x,y} )}} = {{i\mspace{14mu}{and}\mspace{14mu}{u( {x,y} )}} > 0}} )} \\{0\mspace{14mu}({others})}\end{matrix}.} $

In example 35, the depth distribution diagram of any of examples 30-34may include a retargeted depth in screen space of the target device,depths as a function of i, where

${depth}_{i} = {{( {N - F} ) \times {\sum\limits_{j = 0}^{i}\; w_{i}}} + N}$where N and F are nearest comfortable perceived depth and furthestcomfortable perceived depth for the target device, and w_(i) is aweighted average of s_(i).

In example 36 the interest aware disparity mapping component of any ofexamples 30-35 may be to determine the multiplicity of camera regions byapplying a recursion process to the depth distribution diagram.

In example 37 the interest aware disparity mapping component of any ofexamples 30-36 may be to calculate a camera parameter for each of themultiplicity of camera regions.

In example 38 the interest aware disparity mapping component of any ofexamples 30-37 may be to generate a mapped left frame L and right frameR for presentation of the S3D frame on the target device, where L and Rare a sum of respective left camera views and right camera views of themultiplicity of camera regions.

The embodiments, as previously described, may be implemented usingvarious hardware elements, software elements, or a combination of both.Examples of hardware elements may include devices, logic devices,components, processors, microprocessors, circuits, processor circuits,circuit elements (e.g., transistors, resistors, capacitors, inductors,and so forth), integrated circuits, application specific integratedcircuits (ASIC), programmable logic devices (PLD), digital signalprocessors (DSP), field programmable gate array (FPGA), memory units,logic gates, registers, semiconductor device, chips, microchips, chipsets, and so forth. Examples of software elements may include softwarecomponents, programs, applications, computer programs, applicationprograms, system programs, software development programs, machineprograms, operating system software, middleware, firmware, softwaremodules, routines, subroutines, functions, methods, procedures, softwareinterfaces, application program interfaces (API), instruction sets,computing code, computer code, code segments, computer code segments,words, values, symbols, or any combination thereof. Determining whetheran embodiment is implemented using hardware elements and/or softwareelements may vary in accordance with any number of factors, such asdesired computational rate, power levels, heat tolerances, processingcycle budget, input data rates, output data rates, memory resources,data bus speeds and other design or performance constraints, as desiredfor a given implementation.

In some embodiments, an element is defined as a specific structureperforming one or more operations. It may be appreciated, however, thatany element defined as a specific structure performing a specificfunction may be expressed as a means or step for performing thespecified function without the recital of structure, material, or actsin support thereof, and such means or step is meant to cover thecorresponding structure, material, or acts described in the detaileddescription and equivalents thereof. The embodiments are not limited inthis context.

Some embodiments may be described using the expression “one embodiment”or “an embodiment” along with their derivatives. These terms mean that aparticular feature, structure, or characteristic described in connectionwith the embodiment is included in at least one embodiment. Theappearances of the phrase “in one embodiment” in various places in thespecification are not necessarily all referring to the same embodiment.Further, some embodiments may be described using the expression“coupled” and “connected” along with their derivatives. These terms arenot necessarily intended as synonyms for each other. For example, someembodiments may be described using the terms “connected” and/or“coupled” to indicate that two or more elements are in direct physicalor electrical contact with each other. The term “coupled,” however, mayalso mean that two or more elements are not in direct contact with eachother, but yet still co-operate or interact with each other.

In addition, in the foregoing Detailed Description, it can be seen thatvarious features are grouped together in a single embodiment for thepurpose of streamlining the disclosure. This method of disclosure is notto be interpreted as reflecting an intention that the claimedembodiments require more features than are expressly recited in eachclaim. Rather, as the following claims reflect, inventive subject matterlies in less than all features of a single disclosed embodiment. Thusthe following claims are hereby incorporated into the DetailedDescription, with each claim standing on its own as a separateembodiment. In the appended claims, the terms “including” and “in which”are used as the plain-English equivalents of the respective terms“comprising” and “wherein,” respectively. Moreover, the terms “first,”“second,” “third,” and so forth, are used merely as labels, and are notintended to impose numerical requirements on their objects.

What has been described above includes examples of the disclosedarchitecture. It is, of course, not possible to describe everyconceivable combination of components and/or methodologies, but one ofordinary skill in the art may recognize that many further combinationsand permutations are possible. Accordingly, the novel architecture isintended to embrace all such alterations, modifications and variationsthat fall within the spirit and scope of the appended claims.

What is claimed is:
 1. An apparatus, comprising: a processor; and amemory storing instructions which when executed by the processor, causethe processor to: retrieve a stereo three-dimensional (S3D) frame of anS3D game, the frame comprising a red-green-blue (RGB) frame and depthframe; generate a depth edge frame from the depth frame; generate agrayscale diagram comprising depth change information from the depthframe; smooth the grayscale diagram based on a sum of pixels in thegrayscale diagram; and generate a depth distribution diagram for thedepth frame based on the depth edge frame and the sum of pixels in thesmoothed grayscale diagram, the depth distribution diagram defining amultiplicity of camera regions for generating a mapped S3D frame for atarget device based upon viewing parameters of the target device.
 2. Theapparatus of claim 1, the viewing parameters of the target deviceincluding screen size and expected viewing distance for the targetdevice.
 3. The apparatus of claim 1, the depth frame comprising atwo-dimensional representation of depth information as a function ofpixel position for objects depicted in the S3D frame.
 4. The apparatusof claim 1, the depth edge frame comprising a set of pixels (x,y) andvalues u(x,y) where u(x,y) is proportional to a change in depth inpixels adjacent to pixel (x,y).
 5. The apparatus of claim 4, thegrayscale diagram comprising s_(i) as a function of depth i, where$s_{i} = {\sum\limits_{x = 0}^{height}\;{\sum\limits_{y = 0}^{width}\;{( {g( {i,x,y} )} )\mspace{14mu}{and}\mspace{14mu}{where}}}}$${g( {i,x,y} )} = \{ {\begin{matrix}{1\mspace{14mu}( {{{if}\mspace{14mu}{f( {x,y} )}} = {{i\mspace{14mu}{and}\mspace{14mu}{u( {x,y} )}} > 0}} )} \\{0\mspace{14mu}({others})}\end{matrix}.} $
 6. The apparatus of claim 5, the depthdistribution diagram comprising retargeted depth in screen space of thetarget device, depth_(i) as a function of i, where${depth}_{i} = {{( {N - F} ) \times {\sum\limits_{j = 0}^{i}\; w_{i}}} + N}$where N and F are nearest comfortable perceived depth and furthestcomfortable perceived depth for the target device, and w_(i) is aweighted average of s_(i).
 7. The apparatus of claim 5, the instructionsexecutable by the processor to determine the multiplicity of cameraregions by applying a recursion process to the depth distributiondiagram.
 8. The apparatus of claim 1, the instructions executable by theprocessor to calculate a camera parameter for each of the multiplicityof camera regions.
 9. The apparatus of claim 1, the instructionsexecutable by the processor to generate a mapped left frame L and rightframe R for presentation of the S3D frame on the target device, where Land R are a sum of respective left camera views and right camera viewsof the multiplicity of camera regions.
 10. The apparatus of claim 1,comprising a display to present the mapped S3D frame, a networkinterface and radio.
 11. At least one non-transitory machine-readablestorage medium comprising instructions that when executed by a computingdevice, cause the computing device to: receive viewing parameters of atarget device; retrieve a stereo three-dimensional (S3D) frame of an S3Dgame comprising a red-green-blue (RGB) frame and depth frame; generate adepth edge frame from the depth frame; generate a grayscale diagramcomprising depth change information from the depth frame; smooth thegrayscale diagram based on a sum of pixels in the grayscale diagram; andgenerate a depth distribution diagram for the depth frame based on thedepth edge frame and the sum of pixels in the smoothed grayscalediagram, the depth distribution diagram defining a multiplicity ofcamera regions for generating a mapped S3D frame for the target devicebased upon the viewing parameters of the target device.
 12. The at leastnon-transitory one machine-readable storage medium of claim 11, theviewing parameters of the target device including screen size andexpected viewing distance for the target device.
 13. The at least onenon-transitory machine-readable storage medium of claim 11, the depthframe comprising a two-dimensional representation of depth informationas a function of pixel position for objects depicted in the S3D frame.14. The at least one non-transitory machine-readable storage medium ofclaim 11, the depth edge frame comprising a set of pixels (x,y) andvalues u(x,y) where u(x,y) is proportional to a change in depth inpixels adjacent to pixel (x,y).
 15. The at least one non-transitorymachine-readable storage medium of claim 14, the grayscale diagramcomprising s_(i) as a function of depth i, where$s_{i} = {\sum\limits_{x = 0}^{height}\;{\sum\limits_{y = 0}^{width}\;{( {g( {i,x,y} )} )\mspace{14mu}{and}\mspace{14mu}{where}}}}$${g( {i,x,y} )} = \{ {\begin{matrix}{1\mspace{14mu}( {{{if}\mspace{14mu}{f( {x,y} )}} = {{i\mspace{14mu}{and}\mspace{14mu}{u( {x,y} )}} > 0}} )} \\{0\mspace{14mu}({others})}\end{matrix}.} $
 16. The at least one non-transitorymachine-readable storage medium of claim 15, the depth distributiondiagram comprising retargeted depth in screen space of the targetdevice, depth_(i) as a function of i, where${depth}_{i} = {{( {N - F} ) \times {\sum\limits_{j = 0}^{i}\; w_{i}}} + N}$where N and F are nearest comfortable perceived depth and furthestcomfortable perceived depth for the target device, and w_(i) is aweighted average of s_(i).
 17. The at least one non-transitorymachine-readable storage medium of claim 11, comprising instructionsthat when executed by the computing device, cause the computing deviceto calculate a camera parameter for each of the multiplicity of cameraregions.
 18. The at least one non-transitory machine-readable storagemedium of claim 11, comprising instructions that when executed by thecomputing device, cause the computing device to generate a mapped leftframe L and right frame R for presentation of the S3D frame on thetarget device, where L and R are a sum of respective left camera viewsand right camera views of the multiplicity of camera regions.
 19. Acomputer implemented method, comprising: receiving viewing parameters ofa target device; retrieving a stereo three-dimensional (S3D) frame of anS3D game comprising a red-green-blue (RGB) frame and depth frame;generating a depth edge frame from the depth frame; generating agrayscale diagram comprising depth change information from the depthframe; smoothing the grayscale diagram based on a sum of pixels in thegrayscale diagram; and generating a depth distribution diagram for thedepth frame based on the depth edge frame and the sum of pixels in thesmoothed grayscale diagram, the depth distribution diagram defining amultiplicity of camera regions for generating a mapped S3D frame for thetarget device based upon the viewing parameters of the target device.20. The computer implemented method of claim 19, the viewing parametersof the target device including screen size and expected viewing distancefor the target device, and the depth frame comprising a two-dimensionalrepresentation of depth information as a function of pixel position forobjects depicted in the S3D frame.
 21. The computer implemented methodof claim 19, the depth edge frame comprising a set of pixels (x,y) andvalues u(x,y) where u(x,y) is proportional to a change in depth inpixels adjacent to pixel (x,y).
 22. The computer implemented method ofclaim 21, the grayscale diagram comprising s_(i) as a function of depthi, where$s_{i} = {\sum\limits_{x = 0}^{height}\;{\sum\limits_{y = 0}^{width}\;{( {g( {i,x,y} )} )\mspace{14mu}{and}\mspace{14mu}{where}}}}$${g( {i,x,y} )} = \{ {\begin{matrix}{1\mspace{14mu}( {{{if}\mspace{14mu}{f( {x,y} )}} = {{i\mspace{14mu}{and}\mspace{14mu}{u( {x,y} )}} > 0}} )} \\{0\mspace{14mu}({others})}\end{matrix}.} $
 23. The computer implemented method of claim 22,the depth distribution diagram comprising retargeted depth in screenspace of the target device, depth_(i) as a function of i, where${depth}_{i} = {{( {N - F} ) \times {\sum\limits_{j = 0}^{i}\; w_{i}}} + N}$where N and F are nearest comfortable perceived depth and furthestcomfortable perceived depth for the target device, and w_(i) is aweighted average of s_(i).
 24. The computer implemented method of claim21, comprising generating a mapped left frame L and right frame R forpresentation of the S3D frame on the target device, where L and R are asum of respective left camera views and right camera views of themultiplicity of camera regions.
 25. The computer implemented method ofclaim 19, comprising calculating a camera parameter for each of themultiplicity of camera regions.